Hussar
Legend
I will go back and edit my post then.In his defense, he has. Though this does not invalidate your own experiences with using the rules.
I will go back and edit my post then.In his defense, he has. Though this does not invalidate your own experiences with using the rules.
I keep coming back to this thread for the irony.
Proclaiming that people are arguing in bad faith by misrepresenting your points, then proclaiming that you won't read posts because they are tirades (a pretty bold statement for something that hasn't been read - and quite mistaken. That particular post was quite polite), and then whacking me back on the ignore list. ROTFLMAO. I'm sorry, but that's just too funny. The irony is strong.
The funniest thing is that a lot of the advice that is being given in this thread would have been absolutely crucified during the 4e days. "Fail forward"? DM's deciding outcomes? Ignoring process sim play in favor of more narrative approaches to the game? There are people who are participating in this thread that I KNOW argued against the inclusion of these things in 4e that are now advocating them, completely without irony.I get the feeling that you would have a much easier time if this topic was posted during 4E.
The main essence of a cosmic horror story, from a structural point of view, is that your protagonist will always be worse off at the end than at the beginning. Which is why D&D doesn't do Cosmic Horror very well because the core essence of D&D is the level system. At no point in a Cosmic Horror story do the protagonists get a clean win. At best they escape. And, the point of playing Cosmic Horror isn't to defeat the Cosmic Horror, because you can't. The point is to see how much your character will suffer before its inevitable end.
If there was a win condition in your game, then you weren't really playing Cosmic Horror. You were playing fairly standard heroic fantasy with horror elements.
I'd have to go back to check the CoC modules I mentioned.Maybe not no-win, but, certainly more in the pyrric victory column. I think I'll stand by my assertion that virtually none of the Mythos protagonists comes out of the story stronger than they went in. Even if the horror is stopped or whatnot, no one gets out unscathed. AFAIK, that's one of the core elements of a Mythos story. Granted, if we want to go with Mythos Adjacent stories, like Howard's Conan stories, that's a different kettle of fish and far, far closer to what D&D does.
But an actual Cosmic Horror genre story where the protagonists get stronger throughout the story (ie. gain levels) and come out the other side stronger than they started, a la a Hero's Journey style fantasy story that D&D does very well? Yeah, that's not something I'd call Cosmic Horror.
Dare I say it, but I think that's also because alternatives emerged for people who hated these things in 4E: e.g., Pathfinder 1, OSR community, etc. There was also a lot of newcomers in 5e who didn't care either way or are more open-minded about these techniques. Moreover, D&D's designers also happen to be fans of other systems and their designers too.The funniest thing is that a lot of the advice that is being given in this thread would have been absolutely crucified during the 4e days. "Fail forward"? DM's deciding outcomes? Ignoring process sim play in favor of more narrative approaches to the game? There are people who are participating in this thread that I KNOW argued against the inclusion of these things in 4e that are now advocating them, completely without irony.
It truly is funny. To me, this has been WotC's greatest success. The fact that they've managed to convince people who absolutely hated these sorts of things when they were included in the game with 4e that they actually like these ideas and that the ideas are completely not from 4e. The change in writing styles is such a huge eye opener.
Tell people that the mechanics should support fail forward because that's more fun and everyone and their mother will come out of the woodwork to tell you that this is not D&D and is a terrible idea. Tell people that DM's should ensure that everyone has fun at the table and leave it up to the DM's to ensure this, and suddenly fail forward is a fantastic idea totally supported by D&D.
The the greatest triumph is that the people who argued against it ten years ago are now the biggest boosters and will STILL insist that they don't like 4e. LOL
Yeah, I agree with this.Oh, fair enough. Yeah, I would actually agree that no-win isn't quite the right characterization. Mythos characters "win" in the sense that Cthulhu doesn't come out of the sea and destroy the Eastern seaboard.Or they stop whatever is about to happen. So, in that sense, they "win".
What they don't do is win at no cost. They always lose something in the process, as you nicely point out. And, again, I would say that it's a pretty essential element of Mythos stories and especially games based on them, that your character will always, in the long run, lose. Or, to put it another way, if you played a year long, weekly campaign in a Mythos setting (regardless of system), and your character isn't a twisted wreck, drooling in the corner, you're doing something wrong.![]()
The current D&D ruleset, maybe. In the 1e DMG there's a section on insanity that might provide a half-decent jumping off point were one looking to overlay some sort of spiralling loss of sanity mechanic onto a D&D chassis.Well, cosmic horror is defined as coming up against the unknowable and the incomprehensible. If you "learn" things about the horrors, they are things that are incompatible with sanity, by definition. So, yeah, the core tenet of cosmic horror is that you can't stay sane in the face of the horror. The knock on to this is that you just can't beat up the horrors. Some, sure, but these are minor plot movers or serve to damage the sanity anyway.
You port this into D&D and you run into problems straight off. Firstly, D&D character's mental states are inviolable normally. They can be temporarily affected by a spell or condition, but even then the actual thinking of the PC is under the sole control of the player. This is a core tenet of D&D -- the player controls the PC's thinking and feeling. So, the effects of going against the incomprehensible is already running afoul of D&Disms. The second thing is that D&D characters are super charged with combat effectiveness, and the D&D ruleset requires monsters be built under the combat system. Not doing so tosses the majority of the ruleset.
All this goes to say that the actual genre of Cosmic Horror is largely incompatible with the D&D ruleset.